Weapon |
Small bomb (e.g. landmine, pipe)
1D6+2 DAMAGE |
---|---|
Skin | Grotesquely segmented Growing hair |
Tags |
FLASHY
If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit.
ACCURATE
Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission.
ELECTRIFIED
Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water. |
Generate weapons
Weapon |
Large bomb (e.g. C4 setup)
2D6 DAMAGE |
---|---|
Skin | Chlorophyll stains |
Tags |
NON-LETHAL
Does not deal DAMAGE; has a 3-in-1D6 chance to knock unconscious on a success.
TRANQUILIZER
As NON-LETHAL, but chance is increased to 5-in-1D6 if a vulnerable area is specifically targeted (e.g. head, neck, exposed membrane, etc.)
REMOTE
Projectiles (or the weapon itself) can be remotely steered through chutes and around walls. |
Weapon |
Large bomb (e.g. C4 setup)
2D6 DAMAGE |
---|---|
Skin | Jungle camo |
Tags |
GRIP
Custom materials and ergonomic design; the referee can never state that you drop this weapon.
FLASHY
If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit.
HUD
Scans hostiles. When you kill something new, the referee will tell you a useful fact about it. |
Weapon |
Large hammer
1D6+1 DAMAGE |
---|---|
Skin | Low-poly |
Tags |
DUMMY
Appears to be a weapon, but is actually another mundane item of your choice (e.g. gun lighter, fake sword with a hidden compartment).
COLLAPSIBLE
Easily concealed, no matter the size; will never be detected during pat-downs.
MEDICAL
Once per mission, you may use this weapon to deal negative DAMAGE, healing the target. |
Weapon |
Large blunt (bat, crowbar, etc.)
1D6 DAMAGE |
---|---|
Skin | Snakeskin accents |
Tags |
EXPERIMENTAL
When each mission begins, roll D66 on this table for the weapon’s effect (if you get EXPERIMENTAL, create a new one with the ref).
HUD
Scans hostiles. When you kill something new, the referee will tell you a useful fact about it.
REMOTE
Projectiles (or the weapon itself) can be remotely steered through chutes and around walls. |
Weapon |
Carbine
1D6 DAMAGE |
---|---|
Skin | Airbrush stenciling |
Tags |
ELECTRIFIED
Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water.
SAPIENT
Communicates with its wielder by thought; roll 1D6 for disposition: bloodthirsty, caring, craven, excitable, morose, stoic.
VALUABLE
Utterly unique in history or make. Can be used as a bargaining chip in almost any situation. |
Weapon |
Large blunt (bat, crowbar, etc.)
1D6 DAMAGE |
---|---|
Skin | Floral print |
Tags |
STUN
Those damaged by this weapon cannot move or act until their current HP changes.
QUICK-DRAW
Attacks that target enemies drawing their weapons will always succeed.
ICE
Makes surfaces slick and deals double DAMAGE to anything that requires warmth to function. |
Weapon |
Frag grenade
1D6+1 DAMAGE |
---|---|
Skin | Desert camo |
Tags |
LOUD
Attacks with this weapon draw the undivided attention of enemies within earshot (and instantly reveal your position).
ICE
Makes surfaces slick and deals double DAMAGE to anything that requires warmth to function.
ALT-FIRE
This weapon has a secondary component or form which also deals damage, (e.g. bayonet, launcher attachment, sword that becomes a whip). |
Weapon |
Concussion grenade
1D6 DAMAGE |
---|---|
Skin | Reflective tape |
Tags |
CURSED
Requires powerful magic to remove once equipped. The wielder may permanently spend 1D6 MAX HP to guarantee a successful attack.
ELECTRIFIED
Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water.
SAPIENT
Communicates with its wielder by thought; roll 1D6 for disposition: bloodthirsty, caring, craven, excitable, morose, stoic. |
Weapon |
Submachine Gun
1D6 DAMAGE |
---|---|
Skin | Sparkle trail |
Tags |
CUSTOMIZED
Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies.
GRIP
Custom materials and ergonomic design; the referee can never state that you drop this weapon.
MESSY
Enemies explode into gore/goo/scrap etc. on ultra successes (in addition to the usual bonus). No identifiers will remain—not even teeth. |